本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.GetWorldPosition方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.GetWorldPosition方法的具体用法?C# SceneObjectPart.GetWorldPosition怎么用?C# SceneObjectPart.GetWorldPosition使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类OpenSim.Region.Framework.Scenes.SceneObjectPart
的用法示例。
在下文中一共展示了SceneObjectPart.GetWorldPosition方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: DelinkFromGroup
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <remarks>
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
/// condition. But currently there is no
/// alternative method that does take a lock to delink a single prim.
/// </remarks>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
/// <returns>The object group of the newly delinked prim.</returns>
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
linkPart.ClearUndoState();
Vector3 worldPos = linkPart.GetWorldPosition();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts.SyncRoot)
{
m_parts.Remove(linkPart.UUID);
SceneObjectPart[] parts = m_parts.GetArray();
// Rejigger the linknum's of the remaining SOP's to fill any gap
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
RootPart.LinkNum = 0;
}
else
{
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LinkNum > linkPart.LinkNum)
part.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
PhysicsActor linkPartPa = linkPart.PhysActor;
// Remove the SOP from the physical scene.
// If the new SOG is physical, it is re-created later.
// (There is a problem here in that we have not yet told the physics
// engine about the delink. Someday, linksets should be made first
// class objects in the physics engine interface).
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
/* This commented out code seems to recompute what GetWorldPosition already does.
* Replace with a call to GetWorldPosition (before unlinking)
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
*/
linkPart.GroupPosition = worldPos;
linkPart.OffsetPosition = Vector3.Zero;
linkPart.RotationOffset = worldRot;
// Create a new SOG to go around this unlinked and unattached SOP
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
objectGroup.HasGroupChangedDueToDelink = true;
return objectGroup;
}
示例2: CreateAuraForNewlyCreatedEntity
// Old uuid and new sceneobjectgroup
public AuraMetaEntity CreateAuraForNewlyCreatedEntity(SceneObjectPart part)
{
AuraMetaEntity ent = new AuraMetaEntity(part.ParentGroup.Scene,
part.GetWorldPosition(),
MetaEntity.TRANSLUCENT,
new Vector3(0,254,0),
part.Scale
);
m_NewlyCreatedEntityAura.Add(part.UUID, ent);
return ent;
}
示例3: CreatePrim
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
bool useTextures)
{
const float MIN_SIZE = 2f;
if ((PCode)prim.Shape.PCode != PCode.Prim)
return;
if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
return;
Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
if (renderMesh == null)
return;
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
if (prim.ParentID != 0)
{
SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
if (group != null)
m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
}
warp_Vector primScale = ConvertVector(prim.Scale);
string primID = prim.UUID.ToString();
// Create the prim faces
// TODO: Implement the useTextures flag behavior
for (int i = 0; i < renderMesh.Faces.Count; i++)
{
Face face = renderMesh.Faces[i];
string meshName = primID + "-Face-" + i.ToString();
// Avoid adding duplicate meshes to the scene
if (renderer.Scene.objectData.ContainsKey(meshName))
{
continue;
}
warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
for (int j = 0; j < face.Vertices.Count; j++)
{
Vertex v = face.Vertices[j];
warp_Vector pos = ConvertVector(v.Position);
warp_Vector norm = ConvertVector(v.Normal);
if (prim.Shape.SculptTexture == UUID.Zero)
norm = norm.reverse();
warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
faceObj.addVertex(vert);
}
for (int j = 0; j < face.Indices.Count; j += 3)
{
faceObj.addTriangle(
face.Indices[j + 0],
face.Indices[j + 1],
face.Indices[j + 2]);
}
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
Color4 faceColor = GetFaceColor(teFace);
string materialName = GetOrCreateMaterial(renderer, faceColor);
faceObj.transform(m);
faceObj.setPos(primPos);
faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
renderer.Scene.addObject(meshName, faceObj);
renderer.SetObjectMaterial(meshName, materialName);
}
}
示例4: DelinkFromGroup
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <remarks>
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
/// condition. But currently there is no
/// alternative method that does take a lock to delink a single prim.
/// </remarks>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
/// <returns>The object group of the newly delinked prim.</returns>
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
linkPart.ClearUndoState();
Vector3 worldPos = linkPart.GetWorldPosition();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts.SyncRoot)
{
m_parts.Remove(linkPart.UUID);
SceneObjectPart[] parts = m_parts.GetArray();
// Rejigger the linknum's of the remaining SOP's to fill any gap
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
RootPart.LinkNum = 0;
}
else
{
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LinkNum > linkPart.LinkNum)
part.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
PhysicsActor linkPartPa = linkPart.PhysActor;
// Remove the SOP from the physical scene.
// If the new SOG is physical, it is re-created later.
// (There is a problem here in that we have not yet told the physics
// engine about the delink. Someday, linksets should be made first
// class objects in the physics engine interface).
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
/* This commented out code seems to recompute what GetWorldPosition already does.
* Replace with a call to GetWorldPosition (before unlinking)
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
*/
linkPart.GroupPosition = worldPos;
linkPart.OffsetPosition = Vector3.Zero;
linkPart.RotationOffset = worldRot;
// Create a new SOG to go around this unlinked and unattached SOP
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
// We must persist the delinked group to the database immediately, for safety. The problem
// is that although in memory the new group has a new SceneGroupID, in the database it
// still has the parent group's SceneGroupID (until the next backup). This means that if the
// parent group is deleted then the delinked group will also be deleted from the database.
// This problem will disappear if the region remains alive long enough for another backup,
// since at that time the delinked group's new SceneGroupID will be written to the database.
// But if the region crashes before that then the prims will be permanently gone, and this must
// not happen. (We can't use a just-in-time trick like GroupContainsForeignPrims in this case
// because the delinked group doesn't know when the source group is deleted.)
m_scene.ForceSceneObjectBackup(objectGroup);
return objectGroup;
}
示例5: CreatePrim
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
bool useTextures)
{
const float MIN_SIZE = 2f;
if ((PCode)prim.Shape.PCode != PCode.Prim)
return;
if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
return;
FacetedMesh renderMesh = null;
Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
if (m_renderMeshes)
{
if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
{
// Try fetchinng the asset
byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
if (sculptAsset != null)
{
// Is it a mesh?
if (omvPrim.Sculpt.Type == SculptType.Mesh)
{
AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
meshAsset = null;
}
else // It's sculptie
{
IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
if (imgDecoder != null)
{
Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
if (sculpt != null)
{
renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt,
DetailLevel.Medium);
sculpt.Dispose();
}
}
}
}
}
}
// If not a mesh or sculptie, try the regular mesher
if (renderMesh == null)
{
renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
}
if (renderMesh == null)
return;
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
if (prim.ParentID != 0)
{
SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
if (group != null)
m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
}
warp_Vector primScale = ConvertVector(prim.Scale);
string primID = prim.UUID.ToString();
// Create the prim faces
// TODO: Implement the useTextures flag behavior
for (int i = 0; i < renderMesh.Faces.Count; i++)
{
Face face = renderMesh.Faces[i];
string meshName = primID + "-Face-" + i.ToString();
// Avoid adding duplicate meshes to the scene
if (renderer.Scene.objectData.ContainsKey(meshName))
{
continue;
}
warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
for (int j = 0; j < face.Vertices.Count; j++)
{
Vertex v = face.Vertices[j];
warp_Vector pos = ConvertVector(v.Position);
warp_Vector norm = ConvertVector(v.Normal);
if (prim.Shape.SculptTexture == UUID.Zero)
norm = norm.reverse();
warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
faceObj.addVertex(vert);
}
//.........这里部分代码省略.........